#
# We define a bunch of YAML structures:
#
-# vocabulary: - This structure is unused, and will eventually be removed. -
-# Almost all the words the game knows - one of them (the
-# reservoir magic word) gets replaced with a randomly-generated
-# cookie. For each word there is a type (motion, action, object,
-# or special) and a numeric value. Multiple synonyms may have the
-# same value.
-#
-# motions: Motion words, grouped into synonyms.
-#
+# motions: Motion words, grouped into synonyms. The 'oldstyle'
+# attribute, if false, means that single-letter synonyms should be
+# accepted in oldstyle mode; it defaults to truie.
+
# actions: Action words, grouped into synonyms, and their corresponding
-# default messages.
+# default messages. The 'oldstyle' attribute is as for motions.
#
# hints: Each item contains a hint number, a hint label (used to
# generate the value macro for the hint) the number of turns he
words: ['climb']
- LOOK:
words: ['l', 'x', 'look', 'exami', 'touch', 'descr']
+ oldstyle: false
- MOT_58:
words: ['floor']
- MOT_59:
message: ALREADY_CARRYING
words: ['g', 'carry', 'take', 'keep', 'catch',
'steal', 'captu', 'get', 'tote', 'snarf']
+ oldstyle: false
- DROP:
message: ARENT_CARRYING
words: ['drop', 'relea', 'free', 'disca', 'dump']
- NOTHING:
message: NO_MESSAGE
words: ['z', 'nothi']
+ oldstyle: false
- LOCK:
message: NOT_LOCKABLE
words: ['lock', 'close']
- INVENTORY:
message: NEARBY
words: ['i', 'inven']
+ oldstyle: false
- FEED:
message: NO_EDIBLES
words: ['feed']
conditions: {DEEP: true}
travel: [
{verbs: ['D', 'SLAB'], action: [goto, LOC_SLAB]},
- {verbs: ['SOUTH'], cond: [not, DRAGON, DRAGON_BLOCKS],
+ {verbs: ['SOUTH'], cond: [not, DRAGON, DRAGON_BARS],
action: [goto, LOC_SECRET5]},
{verbs: ['SOUTH'], action: [goto, LOC_SECRET4]},
{verbs: ['NORTH'], action: [goto, LOC_MIRRORCANYON]},
conditions: {DEEP: true}
travel: [
{verbs: ['EAST'], action: [goto, LOC_KINGHALL]},
- {verbs: ['WEST'], cond: [not, DRAGON, DRAGON_BLOCKS], action: [goto, LOC_SECRET5]},
+ {verbs: ['WEST'], cond: [not, DRAGON, DRAGON_BARS], action: [goto, LOC_SECRET5]},
{verbs: ['WEST'], action: [goto, LOC_SECRET6]},
{verbs: ['D'], action: [goto, LOC_WIDEPLACE]},
]
- DONT_UNDERSTAND: 'I''m afraid I don''t understand.'
- HAND_PASSTHROUGH: 'Your hand passes through it as though it weren''t there.'
- BREAK_MIRROR: 'You strike the mirror a resounding blow, whereupon it shatters into a\nmyriad tiny fragments.'
-- BREAK_VASE: 'You have taken the vase and hurled it delicately to the ground.'
- PROD_DWARF: 'You prod the nearest dwarf, who wakes up grumpily, takes one look at\nyou, curses, and grabs for his axe.'
- THIS_ACCEPTABLE: 'Is this acceptable?'
# This message is not currently used
- TOTAL_ROAR: 'The roaring is so loud that it drowns out all other sound.'
- BIRD_CRAP: 'The bird eyes you suspiciously and flutters away. A moment later you\nfeel something wet land on your head, but upon looking up you can see\nno sign of the culprit.'
- FEW_DROPS: 'There are only a few drops--not enough to carry.'
-- HEAD_BUZZES: 'Your head buzzes strangely for a moment.'
- NOT_BRIGHT: '(Uh, y''know, that wasn''t very bright.)'
- TOOK_LONG: 'It''s a pity you took so long about it.'
- UPSTREAM_DOWNSTREAM: 'Upstream or downstream?'
locations: [LOC_SECRET4, LOC_SECRET6]
immovable: true
descriptions:
- - [DRAGON_BLOCKS, 'A huge green fierce dragon bars the way!']
- - 'The blood-specked body of a huge green dead dragon lies to one side.'
- - 'The body of a huge green dead dragon is lying off to one side.'
- - 'Congratulations! You have just vanquished a dragon with your bare\nhands! (Unbelievable, isn''t it?)'
+ - [DRAGON_BARS, 'A huge green fierce dragon bars the way!']
+ - [DRAGON_DEAD, 'The blood-specked body of a huge green dead dragon lies to one side.']
+ - [DRAGON_BLOODLESS, 'The body of a huge green dead dragon is lying off to one side.']
+ changes:
+ - ''
+ - |-
+ Congratulations! You have just vanquished a dragon with your bare
+ hands! (Unbelievable, isn't it?)
+ - 'Your head buzzes strangely for a moment.'
sounds:
- 'The dragon''s ominous hissing does not bode well for you.'
- 'The dragon is, not surprisingly, silent.'
- [VASE_RESTING, 'The vase is now resting, delicately, on a velvet pillow.']
- [VASE_BROKEN, 'The floor is littered with worthless shards of pottery.']
- [VASE_DROPS, 'The ming vase drops with a delicate crash.']
+ changes:
+ - ''
+ - ''
+ - 'You have taken the vase and hurled it delicately to the ground.'
- EMERALD:
words: ['emera']
inventory: 'Egg-sized emerald'
immovable: true
treasure: true
descriptions:
- - 'There is a persian rug spread out on the floor!'
- - 'The dragon is sprawled out on a persian rug!!'
- - 'There is a persian rug here, hovering in mid-air!'
+ - [RUG_FLOOR, 'There is a persian rug spread out on the floor!']
+ - [RUG_DRAGON, 'The dragon is sprawled out on a persian rug!!']
+ - [RUG_HOVER, 'There is a persian rug here, hovering in mid-air!']
- OBJ_63:
words: ['spice']
inventory: 'Rare spices'
immovable: true
treasure: true
descriptions:
- - 'There is a golden chain lying in a heap on the floor!'
- - 'The bear is locked to the wall with a golden chain!'
- - 'There is a golden chain locked to the wall!'
+ - [CHAIN_HEAP, 'There is a golden chain lying in a heap on the floor!']
+ - [CHAINING_BEAR, 'The bear is locked to the wall with a golden chain!']
+ - [CHAIN_FIXED, 'There is a golden chain locked to the wall!']
- RUBY:
words: ['ruby']
inventory: 'Giant ruby'